Monsters: 21
2x Expressroid
2x Drillroid
2x Steamroid
2x Submarineroid
3x Thunder King Rai-oh
2x Maxx "C"
2x Effect Veiler
2x Tragoedia
1x Gorz, the Emissary of Darkness
3x Jetroid
Spells: 8
1x Future Fusion
2x Vehicroid Connection Zone
2x Mystical Space Typhoon
1x Dark Hole
1x Monster Reborn
1x Limiter Removal
Traps: 11
1x Solemn Judgment
2x Solemn Warning
2x Fiendish Chain
2x Dimensional Prison
1x Mirror Force
2x Supercharge
1x Safe Zone
Well I've really liked Roids ever since their release and can't for the life of me make them not complete shit... it's depressing really... dang anime archetypes not getting support because Judai's bad support cards were more important... (NEOS!!!)
Major plays are all involving either Expressroid or Jetroid for advantage. A Jetroid on field with cards in hand leads to a very cautious opponent as compared to that same card being face-down... A Jetroid with a set card backing it up is sheer terror... And genius thing about Jetroid... As long as it's in the Attack Declaration Step you can activate any effect that can legally be activated in the step... Meaning Super Charge from hand backed-up with a Safe Zone from hand to protect Jetroid from Destruction and then drawing more cards. and ultimately deterring more attacks as a Safe Zone'd Jetroid in defense is annoying to deal with... Another Major play is Future Fusion to dump everything needed for Barbaroid... summon Expressroid to get 2 of them back... if you have the pieces in hand now you can Connection Zone for a large nearly indestructible monster.
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